As development for Guild Warfare continues, I want to give you some information about it.
1) Some of the Regions on the World Map will have a special bonus, which can be utilized by a Guild when it is under its control. Some of the Regional Bonuses are:
i) Unique Unit Recruitment
ii) Training Grounds (XP Bonus)
iii) Temple (Decreases Units' Healing Time)
iv) Ancient Forge (Decreases Crafting/Repairing/Reforging time and provides a bonus to crafting a better quality item),
v) Gold Mine (Increases Gold Production Rate)
vi) Iron Mine (Increases Iron Production Rate)
vii) Rich Area (Provides More Supplies)
more on supplies later..viii) Dragon's Lair (This may or may not be included, but I wanted to create some hype, because we all love dragons, right?
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2) A new resource will be introduced called "Supplies", which can only be produced by Regions and is required in several aspects of a Guild's operation.
3) Once a Guild attains level 2 and is able to control a Region, then the member with the right permissions can target a specific Region which Guild Members can attack and gain Influence points for the Guild. (Only Regions WITHIN the area of control of a Faction, to which the Guild belongs, can be targeted.)
4) Once a min. number of Influence Points has been gathered and if the Guild has at least 51% Influence in a Region, then at the end of a conquest cycle the Guild gains control of that Region and it becomes its Main Base (we need a cooler name than that... )
5) From then on, the member with the right permissions can target adjacent Regions by declaring military actions:
i) Attack: Guild's attacks will remove Influence from the Guild controlling that Region.
ii) Invade: Guild's attacks will provide Influence points to the Guild for this specific Region.
iii) Fortify: Guild's attacks will add Influence points to the Guild controlling that Region.
iv) Mercenary: Guild's attacks will add Influence points to a pre-selected Guild. (Mercenary work for gold or items or a strategical alliance, or....or...?)
All those military actions will be displayed on the World Map.
6) Once a Guild has a Region, with a Regional Bonus, under its control, then it will need to construct the appropriate building (eg. Gold Mine for example) to access the bonus. All Regional Bonuses are upgradable, as well as the production capability of a Region (Supplies) and each level provides an improved bonus. To upgrade a Regional Bonus, the Guild will require supplies, resources and in some cases a specific Guild level. All Regional Bonuses and Supplies Regional production sites have an upkeep in supplies, so Guilds need to be very careful when they are planning their infrastructure strategy and military operations as it is possible that more supplies will be needed than what can be produced to sustain the bonuses.
7) Influence in a Region will deteriorate every single day, though a Guild which is controlling a Region can reduce the deterioration rate by building Regional Defenses.
8 ) Regional Defenses have be constructed and will require resources and supplies. They have HPs and they CAN be destroyed but also repaired. They are upgradable and each level will provide bonuses to repairing times, Influence Bonuses, better protection from capital armies and even towers with archers and catapults on the battlefield!
9) Enemy Guilds will be able to destroy a Region's Defenses by attacking the Region and destroying a Tower or Towers on the battlefield. Each time a Tower is destroyed, that will be reflected to the Regional Defense's HPs. However, as mentioned above, the defending Guild will be able to repair the damage, though it will require time.
I will leave you with this information for now and a surprise... All the Races will obtain an additional unit, before the Guild Warfare. We believe that new units should be ready by next week. We are planning to add a lot of new units, with different stats, to provide the ground for many variations of army compositions and tactics on the battlefield.